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A .yui tree (as the designer holds it) → the yog_ui::Widget tree the generated .g.rs builds in game — the same builder calls yog build emits (yog-cli yui.rs), made directly instead of as source — wrapped like the generated root_with (the screen panel, anchored).

Re-exports§

pub use crate::yui::color;

Structs§

YuiNode
One element of the designer’s document (YuiNode in yui.ts).

Functions§

apply_resources
What yog build does to a screen before building it (and the design view’s own: d: values for bound ones): <Screen.Resources> (@Name values, <Style x:Key> with based_on) applied — a style’s attributes on every element naming it, its own winning — and yog-kit’s elements as the widgets they become (ToggleButton → Button, ListView → ScrollView, ItemsControl/ContentPresenter → a column or row). Unknown names are left as they are (yog check reports them).
apply_theme
<Screen theme>’s defaults on every node that doesn’t set the attribute itself — as yog build applies them.
is_container
is_property_element
A property element (<Grid.RowDefinitions>) — part of its parent, not a widget.
screen
text
What a text attribute shows: @lang:key is a translation key (shown as the key — the designer has no game language), @@x the literal @x.
widget
Builds the widget for node. in_canvas: the parent places children absolutely. scroll: preview scroll offsets by uid.
widget_children
The children that are widgets (property elements skipped).